Fixed awkwardly named AnimatedSprite Setters.
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@ -12,12 +12,6 @@
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if an animation is currently being played.
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</description>
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</method>
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<method name="play">
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<return type="void" />
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<argument index="0" name="anim" type="StringName" default="&""" />
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@ -55,7 +49,7 @@
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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The texture's drawing offset.
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</member>
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<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
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<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
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If [code]true[/code], the [member animation] is currently playing.
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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@ -368,7 +368,7 @@ void AnimatedSprite2D::_res_changed() {
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update();
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}
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void AnimatedSprite2D::_set_playing(bool p_playing) {
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void AnimatedSprite2D::set_playing(bool p_playing) {
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if (playing == p_playing) {
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return;
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}
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@ -377,7 +377,7 @@ void AnimatedSprite2D::_set_playing(bool p_playing) {
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set_process_internal(playing);
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}
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bool AnimatedSprite2D::_is_playing() const {
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bool AnimatedSprite2D::is_playing() const {
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return playing;
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}
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@ -391,15 +391,11 @@ void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backward
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}
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}
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_set_playing(true);
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set_playing(true);
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}
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void AnimatedSprite2D::stop() {
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_set_playing(false);
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}
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bool AnimatedSprite2D::is_playing() const {
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return playing;
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set_playing(false);
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}
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float AnimatedSprite2D::_get_frame_duration() {
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@ -457,12 +453,11 @@ void AnimatedSprite2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation);
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ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
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ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing);
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ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing);
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ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite2D::set_playing);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
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ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
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ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
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ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
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@ -490,7 +485,7 @@ void AnimatedSprite2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
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ADD_GROUP("Offset", "");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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@ -58,8 +58,6 @@ class AnimatedSprite2D : public Node2D {
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float _get_frame_duration();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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Rect2 _get_rect() const;
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protected:
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@ -86,6 +84,8 @@ public:
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void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
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void stop();
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void set_playing(bool p_playing);
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bool is_playing() const;
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void set_animation(const StringName &p_animation);
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